• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 03:22
CEST 09:22
KST 16:22
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7
Community News
Weekly Cups (August 10-16): SHIN doubles2GSTL Returns in 2026!45Weekly Cups (Aug 3-9): Protoss get shut out7RSL goes to London! 2026 Offline Finals Nov 21-2212Weekly Cups (July 27-Aug 2): SHIN's big week0
StarCraft 2
General
Geoff 'iNcontroL' Robinson has passed away GSTL Returns in 2026! SC4ALL II: SC2 Player Announcement 6/8 - Maru Balance hotfix patch 5.0.16b (July 16) Serral wins Maestros of the Game 2
Tourneys
PIG STY FESTIVAL 8.0! (13 - 23 August) Sparkling Tuna Cup - Weekly Open Tournament SC2 AI Tournament 2026 Fall 2026 GSTL Announcement Master Swan Open (Global Bronze-Master 2)
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
The PondCast: SC2 News & Results Mutation # 539 Thunder Dome Mutation # 538 Media Blackout Mutation # 537 Hostile Territory
Brood War
General
BW General Discussion [Personal Project Share] Terran Defense v0.60 ASL22 General Discussion Pros React To: First 'Fastest' Map in ASL History BGH Auto Balance -> http://bghmmr.eu/
Tourneys
Toronto invitational lan 22 august [Megathread] Daily Proleagues [ASL22] Ro24 Group B [ASL22] Ro24 Group A
Strategy
Odyssey Mineral Stack Saturation Fighting Spirit mining rates Any training maps people recommend? Simple Questions, Simple Answers
Other Games
General Games
General RTS Discussion Thread Nintendo Switch Thread Anyone here play Quakeworld back in the day? Stormgate/Frost Giant Megathread EVE Corporation
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Dating: How's your luck? Artificial Intelligence Thread The Letting Off Steam Thread
Fan Clubs
The Creator Fan Club MarineLorD Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread
Sports
Football (Soccer) Thread MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Young Players Exit Esports E…
TrAiDoS
LOCKPICKING NOOB
LUCKY_NOOB
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Customize Sidebar...

Website Feedback

Closed Threads



Active: 5280 users

Patch 1.4 PTR Notes (updated 9/8) - Page 438

Forum Index > Closed
9040 CommentsPost a Reply
Prev 1 436 437 438 439 440 453 Next
Since this whole topic degenerated into the usual balance flamefest where every topic ends up if unmoderated it's time for it to clean up. Locking this down for a while. Any posts made after my post [page 233] not addressing the changes in this patch directly and containting flames or general balance whine will get banned for at least a week. ~Nyovne

There is way too much flaming in this thread right now. Calm down before you post! (Page 271) ~iamke55
Falcor
Profile Joined February 2010
Canada894 Posts
September 17 2011 02:04 GMT
#8741
On September 17 2011 11:01 Tump wrote:
Show nested quote +
On September 17 2011 10:45 Falcor wrote:
On September 17 2011 10:34 AIRwar wrote:
On September 17 2011 10:30 Xequecal wrote:
Guys, the idea behind range 7 is to make NPing colossi basically impossible, while still allowing thors to be NPed, That was the big problem with the massive change, thor/hellion was ridiculous.

Protoss need their colossi to function because they don't have a super-strong base unit like the marine or roach. Roaches utterly annihilate any combination of Protoss ground units that doesn't include colossus.


This. Everyone listen to this person because he's smarter than most of you.


except why should protoss in every situation just make colli? Why are colli better at killing roaches when immortal was built to kill roach/tanks/thor??

Splash damage? Immortals are nice for smaller fights, but huge supply fights Colossus are really nice...and splash damage synergy with forcefield is pretty great.


it was a rhetorical question....there shouldnt be 1 unit you get no matter what. Which was why infestors were a problem before the patch imo.
Xapti
Profile Joined April 2010
Canada2473 Posts
September 17 2011 02:20 GMT
#8742
with the +1 range buff on immortals and -2 range on NP, immortals now become extremely hard to neural parasite as well. I know these units are not very often used IN 1v1, but motherships and carriers will be ridiculously hard to NP. I'd say zerg is already weak in FFAs and team games (aside from just abusing terran medivacs), and reducing neural parasite's range puts another nail in their board.
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
boon2537
Profile Blog Joined October 2010
United States905 Posts
September 17 2011 02:25 GMT
#8743
I just realized that blueflame nerf might make lings more viable against mech, compensating the infestor nerf. I still don't get the barrack build time nerf...most zerg adapts to 2 rax pretty well already. So, it's suppose to make 11/12 rax weaker on close position?
Deleted User 183001
Profile Joined May 2011
2939 Posts
September 17 2011 02:40 GMT
#8744
On September 17 2011 10:45 Falcor wrote:
Show nested quote +
On September 17 2011 10:34 AIRwar wrote:
On September 17 2011 10:30 Xequecal wrote:
Guys, the idea behind range 7 is to make NPing colossi basically impossible, while still allowing thors to be NPed, That was the big problem with the massive change, thor/hellion was ridiculous.

Protoss need their colossi to function because they don't have a super-strong base unit like the marine or roach. Roaches utterly annihilate any combination of Protoss ground units that doesn't include colossus.


This. Everyone listen to this person because he's smarter than most of you.


except why should protoss in every situation just make colli? Why are colli better at killing roaches when immortal was built to kill roach/tanks/thor??

Protoss gateway units are pitiful. They are weak because of the Warpgate mechanic. I know I'm stating news from Feb. 2010, but Protoss needs something on the field to compensate.

As army supplies grow, Protoss has more of those weaker gateway units, while the enemy's Tier 1-2, which is better, continues to bolster the enemy's army's power at a faster pace. Basically, the larger the armies grow, the worse off Protoss is.

The issue with Immortals is you won't have enough. It's not like you're going to have 12 Immortals on the field. I'm the type who gets double robo once on a 3rd base, and I never have that many Immortals, and I love immortals. While robust, Immortals can easily be extinguished and they don't do splash damage... when most of the army is Tier 1 that is bad compared to the enemy's counterpart. Not having splash damage to compensate for a weaker army (nevermind to counteract Zerg splash damage from FG) is suicidal.

The Protoss chose something different, they chose the impossible, they chose.... RAPTURE! uhh I mean COLOSSI! A unit where the Stalker would not fear the Hydra, where the army would not be bound by petty Fungal Growth, where the mighty Protoss would not be constrained by the Zerg. And with your minerals and gas, Colossus can become your unit as well!

That's where the Colossi come in. Their good range and splash damage allow Protoss to fight effectively in the mid-late game. However, the Colossi are still very vulnerable to air-to-air units, Roach and Stim sprints, and other things well known by now.

Fact of the matter is a Protoss without Tier 3 is a dead Protoss. They need Colossi and/or HT in most situations.
Belial88
Profile Blog Joined November 2010
United States5217 Posts
September 17 2011 03:23 GMT
#8745
^ I know you play Protoss, but believe me when I say Zerg's t2, save for the infestor, are all useless in ZvP. There are no situations to ever make hydras (except to do a 2 base all-in), it takes 4-5 Corruptors per colossi (which is most expensive than the colossi itself, and on top aren't effective especially without being able to be BL until 4 minutes), and mutas are just a coinflip against a Protoss who doesn't make enough stalkers or phoenix.

Or, in other words, the larger Protoss' army gets, the worse things get for Zerg.

Anyways, discussing the game is tiers is kind of ridiculous. Maybe you can do that for T/PvT/P, but Zerg is entirely different. Zerg is extremely supply inefficient and given the 'throwaway' nature of Zerg, we have to remake our armies multiple times and trade armies for much less in value many times in a game, preventing Zerg from teching up as fast as the other races. Furthermore, our 'tier 3' is actually much longer in tech and cost to get to.

And then, on top of that, is larva inject. Now I'm not saying larva inject is bad, quite the opposite, but you would be foolish to think that BAM as soon as Greater Spire is done, we have 150 gas x 8 for 8 broodlords. Due to the high cost of Hive tech units, Zerg t3 generally has to come out more similar to Protoss or Terran units, one by one out of a production facility - in other words, Zerg's greatest macro advantage isn't as useful.

Now, when it's extreme late game with 6+ bases, yea, we can do the whole 10 ultras at once. But the idea that "Protoss needs t3" or saying "Zerg needs to make Broodlords against colossi" is ridiculous, as there is just no opportunity for Zerg to do that. Protoss would get their 'tier 3' much slower if you had to lose your entire army multiple times in the game to prevent the opponent from killing you, and if it took significantly longer to tech to

Starting from Lair, it takes 4 minutes to get Broodlords, assuming you made Corruptors in between, and you somehow had 150x8=1.2k gas stockpiled up. 1.2k gas, unlike minerals, takes time to stock up, and you never see pro Zergs ever stockpile that much gas... ever, in a game, because it's always needed to make their 'tier 2' units to stave off Protoss before they can get their 'tier 3' up.

tldr: If Protoss needs tier 3 to stay alive, then Zerg needs tier 5.
How to build a $500 i7-3770K Ultimate Computer:http://www.teamliquid.net/blogs/viewblog.php?topic_id=392709 ******** 100% Safe Razorless Delid Method! http://www.overclock.net/t/1376206/how-to-delid-your-ivy-bridge-cpu-with-out-a-razor-blade/0_100
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2011-09-17 07:07:42
September 17 2011 07:07 GMT
#8746
On September 17 2011 11:40 JudicatorHammurabi wrote:
Show nested quote +
On September 17 2011 10:45 Falcor wrote:
On September 17 2011 10:34 AIRwar wrote:
On September 17 2011 10:30 Xequecal wrote:
Guys, the idea behind range 7 is to make NPing colossi basically impossible, while still allowing thors to be NPed, That was the big problem with the massive change, thor/hellion was ridiculous.

Protoss need their colossi to function because they don't have a super-strong base unit like the marine or roach. Roaches utterly annihilate any combination of Protoss ground units that doesn't include colossus.


This. Everyone listen to this person because he's smarter than most of you.


except why should protoss in every situation just make colli? Why are colli better at killing roaches when immortal was built to kill roach/tanks/thor??

Protoss gateway units are pitiful. They are weak because of the Warpgate mechanic. I know I'm stating news from Feb. 2010, but Protoss needs something on the field to compensate.

As army supplies grow, Protoss has more of those weaker gateway units, while the enemy's Tier 1-2, which is better, continues to bolster the enemy's army's power at a faster pace. Basically, the larger the armies grow, the worse off Protoss is.

The issue with Immortals is you won't have enough. It's not like you're going to have 12 Immortals on the field. I'm the type who gets double robo once on a 3rd base, and I never have that many Immortals, and I love immortals. While robust, Immortals can easily be extinguished and they don't do splash damage... when most of the army is Tier 1 that is bad compared to the enemy's counterpart. Not having splash damage to compensate for a weaker army (nevermind to counteract Zerg splash damage from FG) is suicidal.

The Protoss chose something different, they chose the impossible, they chose.... RAPTURE! uhh I mean COLOSSI! A unit where the Stalker would not fear the Hydra, where the army would not be bound by petty Fungal Growth, where the mighty Protoss would not be constrained by the Zerg. And with your minerals and gas, Colossus can become your unit as well!

That's where the Colossi come in. Their good range and splash damage allow Protoss to fight effectively in the mid-late game. However, the Colossi are still very vulnerable to air-to-air units, Roach and Stim sprints, and other things well known by now.

Fact of the matter is a Protoss without Tier 3 is a dead Protoss. They need Colossi and/or HT in most situations.



Some things:
The Stalker doesn't fear the Hydra. When will Protoss Players finally get that Stalkers beat the crap out of hydras, as long as you blink them. Additionally Stalkers are way more mobile.
Yeah we get it, noone will ever build an OK unit like an immortal, when there is a "if I get 3 of this and he doesn't react perfectly I've won"-button right next to it.
Upgraded Gateway Strategies are AWESOME...

If you want to see HOW weak Gateway Units are, go to Unit test map and let them rape some other army compositions...
MaestroSC
Profile Blog Joined August 2009
United States2073 Posts
September 17 2011 07:11 GMT
#8747
Destiny has pretty much summed it up about Infestors.

Zerg finally got a single cost effective unit that they can make.

Not a unit thats actual correct usage = suiciding it so you can make another one in its place, which is kinda like hitting him with 2 armies... like EVERY OTHER zerg unit. (except the broodlord... which you can get to by the end of the game.
kheldorin
Profile Joined April 2010
Singapore539 Posts
September 17 2011 08:01 GMT
#8748
On September 17 2011 16:07 Big J wrote:
Show nested quote +
On September 17 2011 11:40 JudicatorHammurabi wrote:
On September 17 2011 10:45 Falcor wrote:
On September 17 2011 10:34 AIRwar wrote:
On September 17 2011 10:30 Xequecal wrote:
Guys, the idea behind range 7 is to make NPing colossi basically impossible, while still allowing thors to be NPed, That was the big problem with the massive change, thor/hellion was ridiculous.

Protoss need their colossi to function because they don't have a super-strong base unit like the marine or roach. Roaches utterly annihilate any combination of Protoss ground units that doesn't include colossus.


This. Everyone listen to this person because he's smarter than most of you.


except why should protoss in every situation just make colli? Why are colli better at killing roaches when immortal was built to kill roach/tanks/thor??

Protoss gateway units are pitiful. They are weak because of the Warpgate mechanic. I know I'm stating news from Feb. 2010, but Protoss needs something on the field to compensate.

As army supplies grow, Protoss has more of those weaker gateway units, while the enemy's Tier 1-2, which is better, continues to bolster the enemy's army's power at a faster pace. Basically, the larger the armies grow, the worse off Protoss is.

The issue with Immortals is you won't have enough. It's not like you're going to have 12 Immortals on the field. I'm the type who gets double robo once on a 3rd base, and I never have that many Immortals, and I love immortals. While robust, Immortals can easily be extinguished and they don't do splash damage... when most of the army is Tier 1 that is bad compared to the enemy's counterpart. Not having splash damage to compensate for a weaker army (nevermind to counteract Zerg splash damage from FG) is suicidal.

The Protoss chose something different, they chose the impossible, they chose.... RAPTURE! uhh I mean COLOSSI! A unit where the Stalker would not fear the Hydra, where the army would not be bound by petty Fungal Growth, where the mighty Protoss would not be constrained by the Zerg. And with your minerals and gas, Colossus can become your unit as well!

That's where the Colossi come in. Their good range and splash damage allow Protoss to fight effectively in the mid-late game. However, the Colossi are still very vulnerable to air-to-air units, Roach and Stim sprints, and other things well known by now.

Fact of the matter is a Protoss without Tier 3 is a dead Protoss. They need Colossi and/or HT in most situations.



Some things:
The Stalker doesn't fear the Hydra. When will Protoss Players finally get that Stalkers beat the crap out of hydras, as long as you blink them. Additionally Stalkers are way more mobile.
Yeah we get it, noone will ever build an OK unit like an immortal, when there is a "if I get 3 of this and he doesn't react perfectly I've won"-button right next to it.
Upgraded Gateway Strategies are AWESOME...

If you want to see HOW weak Gateway Units are, go to Unit test map and let them rape some other army compositions...


Uhmm...Protoss players do go to the Unit Test to try it out. With equal upgrades, gateway units are weak. The math works out too. There is no reason why upgrades favor Protoss more than any other race. Protoss units are weaker because of the gateway mechanic and forcefields. Their weakness is balanced on the fact that Protoss army would not be fighing the entire enemy army due to forcefields. Again, you can try it out on the unit tester with an open field. WIth just gateway units and 1 round of forcefields, you barely break even.

The reason why you think that stalkers beat hydra is that the blink stalker +1 timing attack hits when the hydra count is still low. But if you have spent equal amount of resources with a high supply count, hydras beat stalker easily. Which is obviously why, collosi are needed. Try going pure stalkers vs hyrdra/ling or hydra/roach. It's pathetic.
blade55555
Profile Blog Joined March 2009
United States17423 Posts
Last Edited: 2011-09-18 02:14:44
September 17 2011 08:04 GMT
#8749
On September 17 2011 11:25 boon2537 wrote:
I just realized that blueflame nerf might make lings more viable against mech, compensating the infestor nerf. I still don't get the barrack build time nerf...most zerg adapts to 2 rax pretty well already. So, it's suppose to make 11/12 rax weaker on close position?


nope, blue flame hellions still 2 shot lings like before it doesn't affect that at all.

even with the 5 second rax nerf on shattered if you face a 2 rax close positions and he knows how to execute it you lose still. But it makes it not as strong in other positions unless they decide to proxy rax right by your base and they get a lucky guess or are playing on a 2 player map.
When I think of something else, something will go here
Madera
Profile Joined July 2011
Sweden2672 Posts
September 17 2011 08:12 GMT
#8750
Any news on the baneling drop situation? Will it make it through and go live?
Big J
Profile Joined March 2011
Austria16289 Posts
September 17 2011 08:23 GMT
#8751
On September 17 2011 17:01 kheldorin wrote:
Show nested quote +
On September 17 2011 16:07 Big J wrote:
On September 17 2011 11:40 JudicatorHammurabi wrote:
On September 17 2011 10:45 Falcor wrote:
On September 17 2011 10:34 AIRwar wrote:
On September 17 2011 10:30 Xequecal wrote:
Guys, the idea behind range 7 is to make NPing colossi basically impossible, while still allowing thors to be NPed, That was the big problem with the massive change, thor/hellion was ridiculous.

Protoss need their colossi to function because they don't have a super-strong base unit like the marine or roach. Roaches utterly annihilate any combination of Protoss ground units that doesn't include colossus.


This. Everyone listen to this person because he's smarter than most of you.


except why should protoss in every situation just make colli? Why are colli better at killing roaches when immortal was built to kill roach/tanks/thor??

Protoss gateway units are pitiful. They are weak because of the Warpgate mechanic. I know I'm stating news from Feb. 2010, but Protoss needs something on the field to compensate.

As army supplies grow, Protoss has more of those weaker gateway units, while the enemy's Tier 1-2, which is better, continues to bolster the enemy's army's power at a faster pace. Basically, the larger the armies grow, the worse off Protoss is.

The issue with Immortals is you won't have enough. It's not like you're going to have 12 Immortals on the field. I'm the type who gets double robo once on a 3rd base, and I never have that many Immortals, and I love immortals. While robust, Immortals can easily be extinguished and they don't do splash damage... when most of the army is Tier 1 that is bad compared to the enemy's counterpart. Not having splash damage to compensate for a weaker army (nevermind to counteract Zerg splash damage from FG) is suicidal.

The Protoss chose something different, they chose the impossible, they chose.... RAPTURE! uhh I mean COLOSSI! A unit where the Stalker would not fear the Hydra, where the army would not be bound by petty Fungal Growth, where the mighty Protoss would not be constrained by the Zerg. And with your minerals and gas, Colossus can become your unit as well!

That's where the Colossi come in. Their good range and splash damage allow Protoss to fight effectively in the mid-late game. However, the Colossi are still very vulnerable to air-to-air units, Roach and Stim sprints, and other things well known by now.

Fact of the matter is a Protoss without Tier 3 is a dead Protoss. They need Colossi and/or HT in most situations.



Some things:
The Stalker doesn't fear the Hydra. When will Protoss Players finally get that Stalkers beat the crap out of hydras, as long as you blink them. Additionally Stalkers are way more mobile.
Yeah we get it, noone will ever build an OK unit like an immortal, when there is a "if I get 3 of this and he doesn't react perfectly I've won"-button right next to it.
Upgraded Gateway Strategies are AWESOME...

If you want to see HOW weak Gateway Units are, go to Unit test map and let them rape some other army compositions...


Uhmm...Protoss players do go to the Unit Test to try it out. With equal upgrades, gateway units are weak. The math works out too. There is no reason why upgrades favor Protoss more than any other race. Protoss units are weaker because of the gateway mechanic and forcefields. Their weakness is balanced on the fact that Protoss army would not be fighing the entire enemy army due to forcefields. Again, you can try it out on the unit tester with an open field. WIth just gateway units and 1 round of forcefields, you barely break even.

The reason why you think that stalkers beat hydra is that the blink stalker +1 timing attack hits when the hydra count is still low. But if you have spent equal amount of resources with a high supply count, hydras beat stalker easily. Which is obviously why, collosi are needed. Try going pure stalkers vs hyrdra/ling or hydra/roach. It's pathetic.



do:
9 blinkstalkers = 1125/450 + 150/150
10 rangehydralisks = 1000/500 + 150/150

and blink single or small groups of stalkers...
And you can do this with bigger or smaller amounts as well, the result is always the same: Stalkers win.
In bigger ratios you can also add in 1-2 sentries just for the guardian shield...

Not that I think, that gateway units rip everything zerg has, but of all the zerg units, the hydralisk is one of the worse anti gateway units... Hydra/ling works because of the zergling... THAT is a gateway killer! (once you get around the forcefields)
Ryder.
Profile Joined January 2011
1117 Posts
September 17 2011 08:32 GMT
#8752
On September 17 2011 17:04 blade55555 wrote:
Show nested quote +
On September 17 2011 11:25 boon2537 wrote:
I just realized that blueflame nerf might make lings more viable against mech, compensating the infestor nerf. I still don't get the barrack build time nerf...most zerg adapts to 2 rax pretty well already. So, it's suppose to make 11/12 rax weaker on close position?


nope, blue flame hellions still 2 shot workers like before it doesn't affect that at all.

No they don't.
da_head
Profile Blog Joined November 2008
Canada3350 Posts
September 17 2011 08:39 GMT
#8753
hydras smash stalkers, blink or no blink. you're kidding yourself if you think otherwise. but yea it is kinda sad that besides in all in situations, hydras are never used.
When they see MC Probe, all the ladies disrobe.
Elefanto
Profile Joined May 2010
Switzerland3584 Posts
September 17 2011 08:41 GMT
#8754
On September 17 2011 17:39 da_head wrote:
hydras smash stalkers, blink or no blink. you're kidding yourself if you think otherwise. but yea it is kinda sad that besides in all in situations, hydras are never used.


No that's not true.
They smash stalkers without Blink, but in a direct engagement with Hydras vs Stalkers, Stalkers win.
Especially off creep.

Hydras are in need of blocking units, if they can survive and dish out their damage they murder Gateway units.
wat
Teoita
Profile Blog Joined January 2011
Italy12247 Posts
September 17 2011 08:46 GMT
#8755
On September 17 2011 17:41 Elefanto wrote:
Show nested quote +
On September 17 2011 17:39 da_head wrote:
hydras smash stalkers, blink or no blink. you're kidding yourself if you think otherwise. but yea it is kinda sad that besides in all in situations, hydras are never used.


No that's not true.
They smash stalkers without Blink, but in a direct engagement with Hydras vs Stalkers, Stalkers win.
Especially off creep.

Hydras are in need of blocking units, if they can survive and dish out their damage they murder Gateway units.


But then again, pure hydras is a terrible composition. Roach/hydra and Hydra/Ling both smash pure blink stalkes...you need something to protect the squishy hydras.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Heavenly
Profile Joined January 2011
2172 Posts
Last Edited: 2011-09-17 08:53:27
September 17 2011 08:47 GMT
#8756


On September 17 2011 17:23 Big J wrote:
Show nested quote +
On September 17 2011 17:01 kheldorin wrote:
On September 17 2011 16:07 Big J wrote:
On September 17 2011 11:40 JudicatorHammurabi wrote:
On September 17 2011 10:45 Falcor wrote:
On September 17 2011 10:34 AIRwar wrote:
On September 17 2011 10:30 Xequecal wrote:
Guys, the idea behind range 7 is to make NPing colossi basically impossible, while still allowing thors to be NPed, That was the big problem with the massive change, thor/hellion was ridiculous.

Protoss need their colossi to function because they don't have a super-strong base unit like the marine or roach. Roaches utterly annihilate any combination of Protoss ground units that doesn't include colossus.


This. Everyone listen to this person because he's smarter than most of you.


except why should protoss in every situation just make colli? Why are colli better at killing roaches when immortal was built to kill roach/tanks/thor??

Protoss gateway units are pitiful. They are weak because of the Warpgate mechanic. I know I'm stating news from Feb. 2010, but Protoss needs something on the field to compensate.

As army supplies grow, Protoss has more of those weaker gateway units, while the enemy's Tier 1-2, which is better, continues to bolster the enemy's army's power at a faster pace. Basically, the larger the armies grow, the worse off Protoss is.

The issue with Immortals is you won't have enough. It's not like you're going to have 12 Immortals on the field. I'm the type who gets double robo once on a 3rd base, and I never have that many Immortals, and I love immortals. While robust, Immortals can easily be extinguished and they don't do splash damage... when most of the army is Tier 1 that is bad compared to the enemy's counterpart. Not having splash damage to compensate for a weaker army (nevermind to counteract Zerg splash damage from FG) is suicidal.

The Protoss chose something different, they chose the impossible, they chose.... RAPTURE! uhh I mean COLOSSI! A unit where the Stalker would not fear the Hydra, where the army would not be bound by petty Fungal Growth, where the mighty Protoss would not be constrained by the Zerg. And with your minerals and gas, Colossus can become your unit as well!

That's where the Colossi come in. Their good range and splash damage allow Protoss to fight effectively in the mid-late game. However, the Colossi are still very vulnerable to air-to-air units, Roach and Stim sprints, and other things well known by now.

Fact of the matter is a Protoss without Tier 3 is a dead Protoss. They need Colossi and/or HT in most situations.



Some things:
The Stalker doesn't fear the Hydra. When will Protoss Players finally get that Stalkers beat the crap out of hydras, as long as you blink them. Additionally Stalkers are way more mobile.
Yeah we get it, noone will ever build an OK unit like an immortal, when there is a "if I get 3 of this and he doesn't react perfectly I've won"-button right next to it.
Upgraded Gateway Strategies are AWESOME...

If you want to see HOW weak Gateway Units are, go to Unit test map and let them rape some other army compositions...


Uhmm...Protoss players do go to the Unit Test to try it out. With equal upgrades, gateway units are weak. The math works out too. There is no reason why upgrades favor Protoss more than any other race. Protoss units are weaker because of the gateway mechanic and forcefields. Their weakness is balanced on the fact that Protoss army would not be fighing the entire enemy army due to forcefields. Again, you can try it out on the unit tester with an open field. WIth just gateway units and 1 round of forcefields, you barely break even.

The reason why you think that stalkers beat hydra is that the blink stalker +1 timing attack hits when the hydra count is still low. But if you have spent equal amount of resources with a high supply count, hydras beat stalker easily. Which is obviously why, collosi are needed. Try going pure stalkers vs hyrdra/ling or hydra/roach. It's pathetic.



do:
9 blinkstalkers = 1125/450 + 150/150
10 rangehydralisks = 1000/500 + 150/150

and blink single or small groups of stalkers...
And you can do this with bigger or smaller amounts as well, the result is always the same: Stalkers win.
In bigger ratios you can also add in 1-2 sentries just for the guardian shield...

Not that I think, that gateway units rip everything zerg has, but of all the zerg units, the hydralisk is one of the worse anti gateway units... Hydra/ling works because of the zergling... THAT is a gateway killer! (once you get around the forcefields)


Compare stalker versus marauder in a unit tester. Fortunately in real games it doesn't come down to pure stalker versus pure marauder, you add in chargelots, hts, etc. Zerglings are the equivalent of zealots in that they tank and deal decent DPS if they come into melee range. It's also easier for zerg to get 1000/500 than 1125/450 so the comparison is pointless because the protoss minerals and gas are more "precious" because you get less.
"thx for all my fans i'm many lost but cheer for me .. i lost but so happy my power is fans i will good play this is promise my fans" - oGsMC
Dommk
Profile Joined May 2010
Australia4865 Posts
Last Edited: 2011-09-17 08:50:06
September 17 2011 08:49 GMT
#8757
On September 17 2011 17:39 da_head wrote:
hydras smash stalkers, blink or no blink. you're kidding yourself if you think otherwise. but yea it is kinda sad that besides in all in situations, hydras are never used.

Depends on the numbers.

Blink Stalker in large numbers can take on Hydra at a cost efficiency. I think Hydra are just balanced around the fact that Zerg will have a much better eco than Protoss, because they aren't the most efficient of units. Regular stalkers on the other hand get their ass handed to them on a silver platter. Speed/Cracklings however demolish Stalkers--blink or no blink, you can't deal with those Zergling tsunami's without some sort of AOE, be it Storm or Colossus
Pixel.
Profile Joined April 2010
Netherlands287 Posts
September 17 2011 08:51 GMT
#8758
I think the change is good for zvp. but I am thinking about zvt, how can zerg win the late game against ghost/tank. There is no way to use NP after the patch on there ghost because emp/snipe have way longer range :/ And then we dont even talk about the tanks. With the range nerf its will kill the late game of zvt.
Member of KnightS* www.Ks-gaming.com Pixel.323
Linoge20
Profile Joined September 2011
Denmark17 Posts
September 17 2011 08:59 GMT
#8759
Long time reader, first time poster. ( So stupid but I always wanted to write this :D)

I am a zerg who just got into playing again I have though been watching alot of starcraft 2 though. So my opinion is more or less worthless. But I did see one thing here that makes me feel a little concerned. NP is at a range of 7 while feedback is at a range of 10. Now I am just a Diamon/plat scrub. But, Doesn't this mean that the protoss can keep his templar behind his colossus and still feedback the infestors, before NP goes off ? We are talking about a difference in 3 range which is a big deal imo.

I don't know, it might not be a big deal, maybe someone here who is way better then me can think about this for a few minutes.

I do see that the range is also a problem without taking into account ghosts and templars, but then it comes down to straight micro and positioning. Which will be harder for zerg, but then again we are talking about Mc'ing one of their units it should be hard. But the templar thing seems to be a big problem.

Sorry about this being a bit chaotic hopefully someone can read through my mess and come up with something.
You can't prove a negative.
Ryder.
Profile Joined January 2011
1117 Posts
September 17 2011 09:01 GMT
#8760
On September 17 2011 17:51 Pixel. wrote:
I think the change is good for zvp. but I am thinking about zvt, how can zerg win the late game against ghost/tank. There is no way to use NP after the patch on there ghost because emp/snipe have way longer range :/ And then we dont even talk about the tanks. With the range nerf its will kill the late game of zvt.

I don't understand, zergs were whining originally because NP couldn't be used on massive, and apparently the only units worth NPing were massive, and NPing immortals, seige tanks, ghosts and HT wasn't worth it. Now that the original change was reverted and NP range was reduced from 9 to 7, zergs are suddenly saying that now they can't EMP tanks and ghosts because the range is too short, so now zerg is gonna be horribly helpless in the late game. Weren't these units not worth NPing in the first place? Why is it suddenly such a problem that you can't NP ghosts all of a sudden?

Sounds like people just like whining for the sake of whining...
Prev 1 436 437 438 439 440 453 Next
Please log in or register to reply.
Live Events Refresh
Next event in 2h 38m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft564
ProTech70
Trikslyr22
StarCraft: Brood War
Shuttle 3744
Larva 460
Killer 144
Bale 44
Dota 2
The International88413
Gorgc6694
singsing1840
League of Legends
JimRising 716
Counter-Strike
edward278
Super Smash Bros
Mew2King160
Other Games
summit1g10512
C9.Mang0233
Organizations
Other Games
gamesdonequick491
[ Show 14 non-featured ]
StarCraft 2
• Berry_CruncH365
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota257
• Noizen37
League of Legends
• Rush1498
• Lourlo1027
• Stunt430
Upcoming Events
CranKy Ducklings
2h 38m
PiG Sty Festival
4h 38m
Zoun vs Solar
SHIN vs Maru
Patches Events
8h 38m
Sparkling Tuna Cup
1d 2h
PiG Sty Festival
1d 4h
TBD vs Reynor
Serral vs TBD
OSC
1d 8h
Afreeca Starleague
2 days
hero vs ggaemo
Larva vs Mong
The Patches Monday
2 days
Afreeca Starleague
3 days
Soulkey vs PianO
JyJ vs sSak
GSL
3 days
[ Show More ]
PiGosaur Cup
3 days
Replay Cast
3 days
Afreeca Starleague
4 days
Mini vs Calm
Queen vs EffOrt
Replay Cast
4 days
The PondCast
5 days
IntoTheTV X SOOP
6 days
Liquipedia Results

Completed

Escore Tournament S3: W8
CranK Gathers Season 4: BW vs SC2 Team League
Eternal Conflict S2 Finale

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL Season 22: Qualifier 1
RSL Revival: Season 6
PiG Sty Festival 8.0
META DYMY #4
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026

Upcoming

CSL Season 22: Qualifier 2
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - TRS
Blizzard Classic Cup 2026
Acropolis #5 - GSA
Acropolis #5 - GSB
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Big Dog Cup 2026 Div 1
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.